I like this but it's got some problems -- mostly AI-UI trouble. I really like the simple graphics, but they're a little *too* simple; some buildings look very similar and most do not show what they do. All features and type are too small for me and there's no way to resize. Fixed-size, immovable report windows are a big UX drag, and they use too much space for what they're showing.
The goals are helpful for figuring out what to do next (and what you *can* do next) but sometimes leave you in the dark -- like when it told me I needed to grow tobacco there was still no Tobacco Plantation available to build and no way to find out what its requirements were. Eventually I caused something to happen so it showed up... but I still don't know what that was.
I got up to a decent population and then happiness started dropping. It turned out the citizens wanted cloth, which I had built two workshops for but those only had one worker each because the houses had all evolved to Settler and I didn't have enough Pioneers anymore. The auto-levelling housing is not a good idea -- it makes sense to build housing and then intentionally improve it; choosing to *prevent* it from improving -- and trying to build out enough total while blocking improvements on the right amount -- requires inside-out thinking.
Using warehouses as the outposts for territory expansion is sort of arbitrary and non-logical. If you're doing the sort of ruleset where territory is expanded by buildings, why wouldn't *all* buildings expand your territory? And then if all buildings do it, why bother about territory? Is there some game-economic benefit to restricting area that way? Or is it just a gratuitous constraint?
I couldn't find any information about the different terrains, so when Tobacco wouldn't build on the dark green inside my territory I had to guess that it might build on the light green, and then warehouse out to that. It worked! But I didn't need that warehouse.
And more or less finally, I didn't get any real sense of the citizens. It didn't seem like they were eating the food I was producing, and sometimes I hear they need more cloth or something but I don't know what they're doing with it. The citizens are just sort of a field-effect around all these buildings I'm putting down.
This is the kind of trouble that comes from AI-built systems. If you're a person building a game then you have ideas about little digital citizens and what they're like and what they're doing, and your idea starts from there and then elaborates the infrastructure and institutions around them. Your feeling about that is the idea that makes Civ III different from Populous or Warcraft. An AI "thinks" that a colonization game is like making resource buildings so here's a pattern of that, with no idea.











